1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
3 | #include "pickup.h" |
4 | #include "character.h" |
5 | |
6 | #include <game/generated/protocol.h> |
7 | #include <game/mapitems.h> |
8 | #include <game/teamscore.h> |
9 | |
10 | #include <game/server/gamecontext.h> |
11 | #include <game/server/player.h> |
12 | |
13 | static constexpr int gs_PickupPhysSize = 14; |
14 | |
15 | CPickup::CPickup(CGameWorld *pGameWorld, int Type, int SubType, int Layer, int Number) : |
16 | CEntity(pGameWorld, CGameWorld::ENTTYPE_PICKUP, vec2(0, 0), gs_PickupPhysSize) |
17 | { |
18 | m_Core = vec2(0.0f, 0.0f); |
19 | m_Type = Type; |
20 | m_Subtype = SubType; |
21 | |
22 | m_Layer = Layer; |
23 | m_Number = Number; |
24 | |
25 | GameWorld()->InsertEntity(pEntity: this); |
26 | } |
27 | |
28 | void CPickup::Reset() |
29 | { |
30 | m_MarkedForDestroy = true; |
31 | } |
32 | |
33 | void CPickup::Tick() |
34 | { |
35 | Move(); |
36 | |
37 | // Check if a player intersected us |
38 | CEntity *apEnts[MAX_CLIENTS]; |
39 | int Num = GameWorld()->FindEntities(Pos: m_Pos, Radius: GetProximityRadius() + ms_CollisionExtraSize, ppEnts: apEnts, Max: MAX_CLIENTS, Type: CGameWorld::ENTTYPE_CHARACTER); |
40 | for(int i = 0; i < Num; ++i) |
41 | { |
42 | auto *pChr = static_cast<CCharacter *>(apEnts[i]); |
43 | |
44 | if(pChr && pChr->IsAlive()) |
45 | { |
46 | if(m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pChr->Team()]) |
47 | continue; |
48 | bool Sound = false; |
49 | // player picked us up, is someone was hooking us, let them go |
50 | switch(m_Type) |
51 | { |
52 | case POWERUP_HEALTH: |
53 | if(pChr->Freeze()) |
54 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_HEALTH, Mask: pChr->TeamMask()); |
55 | break; |
56 | |
57 | case POWERUP_ARMOR: |
58 | if(pChr->Team() == TEAM_SUPER) |
59 | continue; |
60 | for(int j = WEAPON_SHOTGUN; j < NUM_WEAPONS; j++) |
61 | { |
62 | if(pChr->GetWeaponGot(Type: j)) |
63 | { |
64 | pChr->SetWeaponGot(Type: j, Value: false); |
65 | pChr->SetWeaponAmmo(Type: j, Value: 0); |
66 | Sound = true; |
67 | } |
68 | } |
69 | pChr->SetNinjaActivationDir(vec2(0, 0)); |
70 | pChr->SetNinjaActivationTick(-500); |
71 | pChr->SetNinjaCurrentMoveTime(0); |
72 | if(Sound) |
73 | { |
74 | pChr->SetLastWeapon(WEAPON_GUN); |
75 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_ARMOR, Mask: pChr->TeamMask()); |
76 | } |
77 | if(pChr->GetActiveWeapon() >= WEAPON_SHOTGUN) |
78 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
79 | break; |
80 | |
81 | case POWERUP_ARMOR_SHOTGUN: |
82 | if(pChr->Team() == TEAM_SUPER) |
83 | continue; |
84 | if(pChr->GetWeaponGot(Type: WEAPON_SHOTGUN)) |
85 | { |
86 | pChr->SetWeaponGot(Type: WEAPON_SHOTGUN, Value: false); |
87 | pChr->SetWeaponAmmo(Type: WEAPON_SHOTGUN, Value: 0); |
88 | pChr->SetLastWeapon(WEAPON_GUN); |
89 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_ARMOR, Mask: pChr->TeamMask()); |
90 | } |
91 | if(pChr->GetActiveWeapon() == WEAPON_SHOTGUN) |
92 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
93 | break; |
94 | |
95 | case POWERUP_ARMOR_GRENADE: |
96 | if(pChr->Team() == TEAM_SUPER) |
97 | continue; |
98 | if(pChr->GetWeaponGot(Type: WEAPON_GRENADE)) |
99 | { |
100 | pChr->SetWeaponGot(Type: WEAPON_GRENADE, Value: false); |
101 | pChr->SetWeaponAmmo(Type: WEAPON_GRENADE, Value: 0); |
102 | pChr->SetLastWeapon(WEAPON_GUN); |
103 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_ARMOR, Mask: pChr->TeamMask()); |
104 | } |
105 | if(pChr->GetActiveWeapon() == WEAPON_GRENADE) |
106 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
107 | break; |
108 | |
109 | case POWERUP_ARMOR_NINJA: |
110 | if(pChr->Team() == TEAM_SUPER) |
111 | continue; |
112 | pChr->SetNinjaActivationDir(vec2(0, 0)); |
113 | pChr->SetNinjaActivationTick(-500); |
114 | pChr->SetNinjaCurrentMoveTime(0); |
115 | break; |
116 | |
117 | case POWERUP_ARMOR_LASER: |
118 | if(pChr->Team() == TEAM_SUPER) |
119 | continue; |
120 | if(pChr->GetWeaponGot(Type: WEAPON_LASER)) |
121 | { |
122 | pChr->SetWeaponGot(Type: WEAPON_LASER, Value: false); |
123 | pChr->SetWeaponAmmo(Type: WEAPON_LASER, Value: 0); |
124 | pChr->SetLastWeapon(WEAPON_GUN); |
125 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_ARMOR, Mask: pChr->TeamMask()); |
126 | } |
127 | if(pChr->GetActiveWeapon() == WEAPON_LASER) |
128 | pChr->SetActiveWeapon(WEAPON_HAMMER); |
129 | break; |
130 | |
131 | case POWERUP_WEAPON: |
132 | |
133 | if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(Type: m_Subtype) || pChr->GetWeaponAmmo(Type: m_Subtype) != -1)) |
134 | { |
135 | pChr->GiveWeapon(Weapon: m_Subtype); |
136 | |
137 | if(m_Subtype == WEAPON_GRENADE) |
138 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_GRENADE, Mask: pChr->TeamMask()); |
139 | else if(m_Subtype == WEAPON_SHOTGUN) |
140 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_SHOTGUN, Mask: pChr->TeamMask()); |
141 | else if(m_Subtype == WEAPON_LASER) |
142 | GameServer()->CreateSound(Pos: m_Pos, Sound: SOUND_PICKUP_SHOTGUN, Mask: pChr->TeamMask()); |
143 | |
144 | if(pChr->GetPlayer()) |
145 | GameServer()->SendWeaponPickup(ClientId: pChr->GetPlayer()->GetCid(), Weapon: m_Subtype); |
146 | } |
147 | break; |
148 | |
149 | case POWERUP_NINJA: |
150 | { |
151 | // activate ninja on target player |
152 | pChr->GiveNinja(); |
153 | break; |
154 | } |
155 | default: |
156 | break; |
157 | }; |
158 | } |
159 | } |
160 | } |
161 | |
162 | void CPickup::TickPaused() |
163 | { |
164 | } |
165 | |
166 | void CPickup::Snap(int SnappingClient) |
167 | { |
168 | if(NetworkClipped(SnappingClient)) |
169 | return; |
170 | |
171 | int SnappingClientVersion = GameServer()->GetClientVersion(ClientId: SnappingClient); |
172 | bool Sixup = Server()->IsSixup(ClientId: SnappingClient); |
173 | |
174 | if(SnappingClientVersion < VERSION_DDNET_ENTITY_NETOBJS) |
175 | { |
176 | CCharacter *pChar = GameServer()->GetPlayerChar(ClientId: SnappingClient); |
177 | |
178 | if(SnappingClient != SERVER_DEMO_CLIENT && (GameServer()->m_apPlayers[SnappingClient]->GetTeam() == TEAM_SPECTATORS || GameServer()->m_apPlayers[SnappingClient]->IsPaused()) && GameServer()->m_apPlayers[SnappingClient]->m_SpectatorId != SPEC_FREEVIEW) |
179 | pChar = GameServer()->GetPlayerChar(ClientId: GameServer()->m_apPlayers[SnappingClient]->m_SpectatorId); |
180 | |
181 | int Tick = (Server()->Tick() % Server()->TickSpeed()) % 11; |
182 | if(pChar && pChar->IsAlive() && m_Layer == LAYER_SWITCH && m_Number > 0 && !Switchers()[m_Number].m_aStatus[pChar->Team()] && !Tick) |
183 | return; |
184 | } |
185 | |
186 | GameServer()->SnapPickup(Context: CSnapContext(SnappingClientVersion, Sixup), SnapId: GetId(), Pos: m_Pos, Type: m_Type, SubType: m_Subtype, SwitchNumber: m_Number); |
187 | } |
188 | |
189 | void CPickup::Move() |
190 | { |
191 | if(Server()->Tick() % (int)(Server()->TickSpeed() * 0.15f) == 0) |
192 | { |
193 | int Flags; |
194 | int index = GameServer()->Collision()->IsMover(x: m_Pos.x, y: m_Pos.y, pFlags: &Flags); |
195 | if(index) |
196 | { |
197 | m_Core = GameServer()->Collision()->CpSpeed(index, Flags); |
198 | } |
199 | m_Pos += m_Core; |
200 | } |
201 | } |
202 | |